#define _A(a) { a, #a }

activity_map_t activity_map[] =
{
	_A(ACT_IDLE),
	_A(ACT_GUARD),
	_A(ACT_WALK),
	_A(ACT_RUN),
	_A(ACT_FLY),
	_A(ACT_SWIM),
	_A(ACT_HOP),
	_A(ACT_LEAP),
	_A(ACT_FALL),
	_A(ACT_LAND),
	_A(ACT_STRAFE_LEFT),
	_A(ACT_STRAFE_RIGHT),
	_A(ACT_ROLL_LEFT),
	_A(ACT_ROLL_RIGHT),
	_A(ACT_TURN_LEFT),
	_A(ACT_TURN_RIGHT),
	_A(ACT_CROUCH),
	_A(ACT_CROUCHIDLE),
	_A(ACT_STAND),
	_A(ACT_USE),
	_A(ACT_SIGNAL1),
	_A(ACT_SIGNAL2),
	_A(ACT_SIGNAL3),
	_A(ACT_TWITCH),
	_A(ACT_COWER),
	_A(ACT_SMALL_FLINCH),
	_A(ACT_BIG_FLINCH),
	_A(ACT_RANGE_ATTACK1),
	_A(ACT_RANGE_ATTACK2),
	_A(ACT_MELEE_ATTACK1),
	_A(ACT_MELEE_ATTACK2),
	_A(ACT_RELOAD),
	_A(ACT_ARM),
	_A(ACT_DISARM),
	_A(ACT_EAT),
	_A(ACT_DIESIMPLE),
	_A(ACT_DIEBACKWARD),
	_A(ACT_DIEFORWARD),
	_A(ACT_DIEVIOLENT),
	_A(ACT_BARNACLE_HIT),
	_A(ACT_BARNACLE_PULL),
	_A(ACT_BARNACLE_CHOMP),
	_A(ACT_BARNACLE_CHEW),
	_A(ACT_SLEEP),
	_A(ACT_INSPECT_FLOOR),
	_A(ACT_INSPECT_WALL),
	_A(ACT_IDLE_ANGRY),
	_A(ACT_WALK_HURT),
	_A(ACT_RUN_HURT),
	_A(ACT_HOVER),
	_A(ACT_GLIDE),
	_A(ACT_FLY_LEFT),
	_A(ACT_FLY_RIGHT),
	_A(ACT_DETECT_SCENT),
	_A(ACT_SNIFF),
	_A(ACT_BITE),
	_A(ACT_THREAT_DISPLAY),
	_A(ACT_FEAR_DISPLAY),
	_A(ACT_EXCITED),
	_A(ACT_SPECIAL_ATTACK1),
	_A(ACT_SPECIAL_ATTACK2),
	_A(ACT_COMBAT_IDLE),
	_A(ACT_WALK_SCARED),
	_A(ACT_RUN_SCARED),
	_A(ACT_VICTORY_DANCE),
	_A(ACT_DIE_HEADSHOT),
	_A(ACT_DIE_CHESTSHOT),
	_A(ACT_DIE_GUTSHOT),
	_A(ACT_DIE_BACKSHOT),
	_A(ACT_FLINCH_HEAD),
	_A(ACT_FLINCH_CHEST),
	_A(ACT_FLINCH_STOMACH),
	_A(ACT_FLINCH_LEFTARM),
	_A(ACT_FLINCH_RIGHTARM),
	_A(ACT_FLINCH_LEFTLEG),
	_A(ACT_FLINCH_RIGHTLEG),
	_A(ACT_FLINCH_SMALL),
	_A(ACT_FLINCH_LARGE),
	_A(ACT_HOLDBOMB),
	{ 0, NULL }
};